Heroes - Tleety/rift-runners-wiki GitHub Wiki
Heroes
Map version 1.6
Five heroes, each with their own resource, an innate passive and three builds. Pick one at the start of every run from 3 random cards (only unlocked heroes are offered). In co-op every player gets a different hero while there are enough to go round.
| Hero | Plays as | Resource | Innate | Builds | Starting life | Attack | Availability |
|---|---|---|---|---|---|---|---|
| Wanderer | Fast melee duelist who must keep moving | Momentum | Roadwind | Windrunner, Blademaster, Shadow Dancer | 450 | Melee | Free |
| Frostfire Magus | Caster who swings between fire and ice | Temperature (Heat / Cold), Flux | Thermal Shock | Fire, Frost, Spam | 375 | Ranged | Free |
| Gravecaller | Frail necromancer with an undead army | Souls | Soul Harvest | Legion, Reaper, Golem | 350 | Ranged | 60 Shards |
| Blood Knight | Tough melee knight who pays life for power | Life (Bloodrage, bleeds) | Bloodrage | Leech, Bleed, Low Life | 635 | Melee | 60 Shards |
| Ranger | Archer who hits hardest standing still | Focus | Steady Aim | Marksman, Volley, Trapper | 400 | Ranged | Free |
Locked heroes are bought in the Shard Shop.
How skills work
- No mana. Heroes have no mana; skills are only limited by their cooldowns (and, for the Blood Knight, life costs).
- Five slots. Skills sit on Q (light), W (heavy), E (movement), D (defense) and R (ultimate). Each slot holds one skill.
- Three builds. Every slot offers one skill of each of the hero's three builds. Mix freely, but many hero relics need "a skill of" one build before they are offered, and the builds are designed to work together.
- Learning. You start with your innate and one free New Ability pick. More skills come from New Ability rewards (pick 1 of 3 unlearned skills for empty slots). The ultimate is only offered once Q, W, E and D are filled.
- Upgrading. Upgrade Ability rewards and the Shop raise a skill one level at a time. Regular skills have 10 levels, ultimates 3. Ultimates can only be upgraded with the Shop's skill upgrade, never by Upgrade Ability rewards. Maxing everything in one run is not expected: pick what your build needs.
- Upgrade paths. At level 3 a regular skill asks you to pick one of two paths; at level 6, one of that path's two branches. Ultimates pick at levels 2 and 3. Path levels change how the skill works instead of raising its numbers.
- Masteries. At level 10 a regular skill's second path becomes a bigger version of itself (more blades, longer stuns, double damage, ...). Mastered skills get a gold border on their button. Every hero has them.
- Hero levels come from clearing rooms and only raise your stats (life, attack, attack speed).
Each hero page lists every skill with its numbers at level 1 and level 10, its cooldown and all its upgrade paths.
Relics per hero
Besides the relics any hero can get, every hero has their own (Wanderer 16, Frostfire Magus 17, Gravecaller 20, Blood Knight 16, Ranger 15). See Relics.